Onion Knight (Dissidia 012): Difference between revisions

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Onion Knight is an agile character all around, with some of the fastest dash ''and'' run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as {{012kef}} and punish them for air dodging. [[EX_(Dissidia_012)#EX_Core|'''EX Cores''']] are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as {{012fir}} and {{012squ}}. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.
Onion Knight is an agile character all around, with some of the fastest dash ''and'' run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as {{012kef}} and punish them for air dodging. [[EX_(Dissidia_012)#EX_Core|'''EX Cores''']] are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as {{012fir}} and {{012squ}}. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.


Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. However, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.
Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.


These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like {{012ulti}} and {{012emp}} can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out.
These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like {{012ulti}} and {{012emp}} can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out.


Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards HP hit and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as {{012wol}}, {{012golb}} and {{012zid}}.  
Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards [[Dash_feint|'''spot dashing''']], HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as {{012wol}}, {{012bez}} and {{012zid}}.


== Bravery Attacks ==
== Bravery Attacks ==

Revision as of 01:08, 4 March 2024


Info
Name Onion Knight (オニオン ナイト)
Original game Final Fantasy III
Weapon Daggers, Parrying Weapons, Rods, Staves, Swords, Thrown Weapons
Armor Bangles, Chestplates, Clothing, Gauntlets, Hats, Hairpins, Headbands, Light Armor
Base ATK (LV100) 107 (Lowest)
Base DEF (LV100) 111 (Average)
Run Speed 2.5 (Fast)
Dash Speed 69 (Very Fast)
Fall Speed 85 (Average)
Fall Speed Ratio After Dodge 14 (Very Fast)
Exclusive weapons Tyrfing, Royal Sword, Onion Sword
Strengths Weaknesses
  • Threatening close-range combat - All braveries, including his lightning fast melee bravery attacks can be linked into an HP attack for consistent damage output.
  • Side by Side accessory_special.png - As a dedicated HP linker, Onion Knight benefits greatly from the accessory's assist meter gain and increases consistency for high base bravery damage builds.
  • Movement - Fast running speed, very high dash speed and quick to fall after an air dodge allow Onion Knight to approach, punish dodges, grab EX Cores and evade attacks with relative ease.
  • Whiff punishment - All bravery attacks are suitable for punishing missed attacks at different ranges.
  • Relatively safe HP links - Even when escaped with Assist Change with Precision Evasion ability equipped, Onion Knight can be difficult to punish.
  • Safe assist gauge decay reset - With Strength Booster and Magic Booster braveries, Onion Knight can sustain assist meter without putting himself at great risk.
  • EX Mode bravery damage - Damage multipliers are greatly increased across the board, allowing Onion Knight to shred through bravery.
  • High commitment whiffs - Whiffed melee braveries have high duration and thus make Onion Knight vulnerable to whiff punishment
  • Assist meter generation on whiff - Outside of the Side by Side influx, EXP to Assist and EXP accessories, Onion Knight can struggle to build assist meter with whiffs and dashes to offset setbacks in meter economy.
  • Ranged combat - Ranged Low braveries and Ranged High HP attacks are ill-fit for occupying screen safely, on top of being vulnerable to whiff punishment from assists.
  • Lacks utility against traps - Because the only fast Melee HP is ground exclusive and air HP projectiles are slow to start, lingering projectiles and traps such as Garland's Cyclone and The Emperor's Flare and Thunder Crest can prove very difficult for Onion Knight to break through without risk.
  • Relatively low bravery damage output - While EX Mode increases damage multipliers, lowest base attack stat and reliance on HP links often compromise Onion Knight's bravery damage potential throughout the match.

Overview

Onion Knight is a close-range character with great movement, fast melee bravery attacks and a few ranged attacks to punish careless defensive play. One of his character defining traits is the abundance of HP links - All of Onion Knight's bravery attacks can branch out into an HP attack. With lightning fast melee braveries, this makes HP damage output consistent and enables burst damage with high base bravery builds, whenever assist is available.

Onion Knight is an agile character all around, with some of the fastest dash and run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as Kefka and punish them for air dodging. EX Cores are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as Firion and Squall. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.

Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.

These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like Ultimecia and The Emperor can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out.

Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards spot dashing, HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as Warrior of Light, Golbez and Zidane.

Bravery Attacks

Ground

Most bravery attacks have separate, higher damage multipliers during EX mode. These multipliers are highlighted in bold.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7, 2 (9+) / 1 x 15, 2 (17+) 11F Physical Melee Low 21 - 20 (10)
[Close] Launch flurry of slashes. Weak, but quick to execute.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 7, 10 (+31) / 5 x 3 (59+) ?? Physical Melee Low 21 Wall R ush 10 (5)
Branching from Multi-Hit. [Combo] Additional slice.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4 x 3 (12+) / 5 x 3 (15+) 35F Magical Ranged Low 12 - 20 (10)
[Long] Shoot frost projectiles. Limited height, but high speed.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7, 7, 18 (+32) / 10 x 4, 18 (+58) ?? Magical Ranged Low 78 Chase 10 (5)
Branching from Blizzard. [Combo] Drop ice shards.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 40F - - 0 Physical DMG +10 %, Physical DEF +10 %, Crit Rate +5 % 30 (15)

Boosts stats temporarily. Physical attack, damage, and critical attack rate increased.

Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 40F - - 0 Magical DMG +10 %, Magical DEF +10 %, Crit Rate +5 % 30 (15)

Boosts stats temporarily. Magic attack, defense, and critical attack rate increased.

Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7, 2 (9+) / 1 x 15, 2 (17+) 13F / 11F (EX Mode) Physical Melee Low 21 - 20 (10)
[Close] High-speed slash. Weak, but effective against any height.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 7, 10 (+31) / 3 x 15, 14 (+59) ?? Physical Melee Low 21 Wall Rush 10 (5)
Branching from Turbo-Hit. [Combo] Additional lunges.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) / each (4) 31F Magical Ranged Low each 3 - 20 (10)
[Long] Trio of thunder balls that curve to track foe. Effective against any height.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
13, 18 (+31) / 11x2, 17x2 (+56) ?? Magical ?? 78 Chase 10 (5)
Branching from Thunder. [Combo] Fire two lightning bolts.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 40F - - 0 Physical DMG +10 %, Physical DEF +10 %, Crit Rate +5 % 30 (15)

Boosts stats temporarily. Physical attack, damage, and critical attack rate increased.

Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 40F - - 0 Magical DMG +10 %, Magical DEF +10 %, Crit Rate +5 % 30 (15)

Boosts stats temporarily. Magic attack, defense, and critical attack rate increased.

Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).

HP Attacks

Ground

Most HP attacks have separate, higher damage multipliers during EX mode. These multipliers are highlighted in bold.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x15 (15) / 1x31 (31) 41F / 39F (EX mode) Physical Melee High 45 Wall Rush 30 (15)
[Close] Ultra high-speed slice. Can be done in midair.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
-- 43F -- Ranged High 60 -- 30 (15)
[Long] Launch fireballs. Wide-range explosion on impact.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x15 (+15) / 1x31 (+31) ?? Physical ?? 45 Wall Rush 30 (15)
Branching from Multi-Hit. [Combo] Rain blades of light.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2x7 (+14) / 4x7 (+28) ?? Magical ?? 81 -- 30 (15)
Branching from Blizzard. [Combo] Cause earthquake.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x15 (15) / 1x31 (31) 41F Physical Melee High 45 Absorb, Wall Rush 30 (15)
[Close] Spin at high speed. Move with the analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x15 (15) / 1x31 (31) 81F Magical Ranged High 105 -- 30 (15)
[Long] Fire off tiny meteors. Aim with the analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x15 (+15) / 1x31 (+31) ?? Physical ?? 45 30 (15)
Branching from Turbo-Hit. [Combo] Fire speedy light blades.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1x12 (+12) / 2x12 (+24) ?? Magical ?? 96 -- 30 (15)
Branching from Thunder. [Combo] Create huge explosions.

EX Mode: Job Change!

Effects:

  • Regen
  • Critical Boost
  • Dual Wield
  • Sage's Wisdom

Dual Wield

[Job changes to Ninja when performing a physical attack.] Attacks move faster than the eye can see to snatch a greater amount of bravery.

Sage's Wisdom

[Job changes to Sage when performing a magic attack] Releases sealed mystic power, making spells stronger.

EX Burst: Ninjutsu

Throw the ninja's strongest weapon - the shuriken. Find and select "Shuriken" from the menu that displays.

Damage multiplier (initial) Damage multiplier (rest) Type
10, 10 (20) 5x12, 20 (100 total) Physical


EX Burst: Spellbook

Cast the sage's strongest spell - Holy. Find and select "Holy" from the menu that displays."

Damage multiplier (initial) Damage multiplier (rest) Type
10, 10 (20) 60, 20 (100 total) Magical

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Onion Knight's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Blizzard 35F Ground Opponent 4 x 3, 7, 7, 18 (44) Chase
BRV Turbo-Hit 13F Air Opponent 1 x 7, 2, 3 x 7, 10 (40) Wall Rush
HP Blade Torrent 41F Ground Opponent 1 x 15 Wall Rush
HP Comet 81F Air Opponent 1 x 15 Chase

Onion Knight works well with most tournament viable assists.